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I didn't test this but I'd assume it works:

A workaround you can try is making a new function that does that for you.

def says(who, what):
    return renpy.say(who, speechPauses.add_speech_pauses(what))

If you are using tooling that is calling renpy.say directly, you can consider replacing renpy.say() function but renpy also uses that function, so that can lead to duplicated pauses.

If you tell me the specific situation you are dealing with, I may come up with a compromise for you that won't be as hard to work with.

Ah you're right, that would be a very simple workaround! 😅

I think it might be worth some kind of note about this on the main page for this plugin-- it took a bit of troubleshooting for me to deduce that the plugin was breaking for dialogue in my minigame engine (where it's called with renpy.say) but not in body text (where it's invoked in the standard renpy way).

You're welcome.

I can edit the main page to mention that.